【高分课堂】我叫夯大力,女神想要Porter Sq. Axon的广场效果图制作,要不是我会低模高p的渲染图,不然我就信了

文摘   2024-10-22 10:02   上海  

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I started off this image as a much more simplified version with very little texture and detail. Originally, it was going to be used for diagrammatic purposes with some text overlays. However, over time, it evolved into an image with more detail and texture, partly because of the ground plane design. Porter Square currently has a striped concrete pattern designed by artist Toshihiro Katayama (seen in the top left area of the final illustration). I experimented with bringing a similar stripe texture down and around the station as well as on the streets themselves visualizing connecting the the different shopping areas and public transit.
For an image like this, most of my time went into prepping the 3D model. I downloaded a bunch of low poly cars and people and copied them all over the site. I also made sure to add in all of the street infrastructure such as street poles and traffic lights. Once I had the 3D model in a good place, I moved into Photoshop where I added the color, texture, and street markings. What I like about an image like this is that it reads well from both a distance and up close partly because it is still diagrammatic in nature while also containing lots of details. I can see this image being presented as a full image in a portfolio with additional zoomed in shots on corresponding pages allowing for detailed explanations of the different areas.

我最初创作这幅图像时,它是一个更简化的版本,几乎没有纹理和细节。最初,它将用于带有一些文本覆盖的图表目的。然而,随着时间的推移,它演变成一幅具有更多细节和纹理的图像,部分原因是地面平面设计。波特广场目前有一个由艺术家片山敏弘设计的条纹混凝土图案(见最终插图左上角)。我尝试将类似的条纹纹理带到车站周围以及街道本身,以可视化连接不同的购物区和公共交通。

对于这样的图像,我的大部分时间都花在了准备 3D 模型上。我下载了一堆低多边形汽车和人物,并将它们复制到整个网站上。我还确保添加了所有的街道基础设施,如路灯和交通灯。一旦我把 3D 模型放在合适的位置,我就进入 Photoshop,添加颜色、纹理和街道标记。我喜欢这样的图像,因为它从远处和近处都能很好地阅读,部分原因是它本质上仍然是图表,同时也包含了很多细节。我可以想象这幅图像作为一个完整的图像呈现在一个投资组合中,在相应的页面上有额外的放大镜头,以便对不同的区域进行详细的解释。

Above are some of the base images rendered in V-Ray and exported from SketchUp. You can see in the model that a lot was done in 3D including the people and cars. As I mentioned above, these were really low poly models because I wanted to keep things diagrammatic and not draw too much attention. I am also showing the Material ID pass from V-Ray as this was really important to setting up this image. The Material ID allowed me to quickly and accurately make selections of different parts of the image in Photoshop to add color and texture
上面是一些在V-Ray中渲染并从SketchUp中导出的基础图像。您可以在模型中看到,3D中做了很多事情,包括人和汽车。正如我上面提到的,这些都是真正的低多边形模型,因为我想保持图表的形式,而不是引起太多的注意。我还展示了V-Ray的材质ID通道,因为这对设置图像非常重要。材质ID允许我在Photoshop中快速准确地选择图像的不同部分以添加颜色和纹理。
Lots of textures were added in Photoshop such as street, sidewalk, and roof grain. This texture also started to setup some hierarchy in the image with the streets being the strongest element.
在Photoshop中添加了大量的纹理,如街道、人行道和屋顶纹理。这种纹理也开始在图像中建立一些层次结构,其中街道是最强的元素。
 第一步:导出线稿


 第二步:vray渲染白膜
 第三步:导出材质通道

 第四步:Photoshop 纹理隔离

 第五步:Photoshop颜色隔离

 第六步:带有一些黄玉调整的最终图像

 最终效果局部效果图

资料引述:
https://visualizingarchitecture.com/mit-bw-sections
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